SV OU Banded Hoopa-U And Friends Break Stuff :) (Need suggestions on how to improve)

I was scrolling through the Mon list and randomly saw Hoopa-U, saw its stats and decided to make a band team about it, I wanted to make a band team because Hoopa looked like an insane breaker by the stats alone so I felt like it can work (I don't want to make an av team yet but I'll do it in the future.)
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PokèPaste: https://pokepast.es/97d3e926701c4da7

The Master Hand(s) (Hoopa-Unbound) @ Choice Band
Ability: Magician
Tera Type: Fairy
EVs: 32 HP / 252 Atk / 8 SpD / 216 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Hyperspace Fury
- Tera Blast
:hoopa-unbound:

Hoopa-U can turn into a terrifyingly strong breaker after equipped with choice band, with knock off I can guarantee progress even with a defensive switch in like :great tusk: and is just a really good move to have in general when hyperspace runs out of pp. I chose DPunch next due to the fact it allows :hoopa-unbound: to have some longevity and be able to hit steels and darks and the fact its other options aren't as good as it in my opinion made it the clear choice. Hyperspace does not need an explanation, it is a 100 bp dark move that breaks through sub and tect, lets me beat subtect users like :kyurem: (if its chipped and im healthy enough to tank a hit) and WishTect :alomomola: trying to heal Infront of me by protecting.
For the last move I went Tera Blast Fairy, TBFairy lets me hit mons like :great tusk: :walking wake: :raging bolt: :kyurem: :roaring moon: etc. The EVs allow me to out speed :raging bolt: and the 32 hp 8 spdef are leftovers, Lastly I chose Tera Fairy to resist Fighting and bug moves to stop it from getting destroyed by a U-Turn or DMeteor, it also gave me an immunity to Dragon which is nice VS specs Dragon types like :walking wake: :raging bolt: :kyurem: Also lets me beat :roaring moon: if it’s locked into Outrage + it lets me use TBFairy.


Glowking (Slowking-Galar) @ Heavy-Duty Boots
Ability: Regenerator
Level: 99
Tera Type: Water
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Future Sight
- Chilly Reception
- Sludge Bomb
- Flamethrower
:hoopa-unbound: :slowking-galar:

For the second slot I went with Glowking. :slowking-galar: gives me a status spreader, a slow pivot for :hoopa-unbound:, and FSight support. :slowking-galar: is level 99 to always lose the speed tie against other :slowking-galar: and due to the fact, it won't live a :meowscarada: knock anymore, i went for 248 hp for odd 252 spdef and 8 spattack as leftovers. FSight gives :hoopa-unbound: amazing support against stuff like bulk up :great tusk:, curse :garganacl:, IronPress :zamazenta::iron moth: etc. Chilly is an amazing pivot move so I went with it, Sludge bomb is just stab no explanation needed. I went with Flamethrower because after testing I saw that skarmory destroys me so Flamethrower improves my Steel MU. Tera Water is used here to give :slowking-galar: a generally good defensive type and make my weather MU much better. (Also debating whether do this set or go AV.)



Dreamy (Darkrai) @ Heavy-Duty Boots
Ability: Bad Dreams
Shiny: Yes
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Ice Beam
- Focus Blast
:hoopa-unbound: :slowking-galar: :darkrai:

For the third slot I went with darkrai. :darkrai: gives me a wincon, speed control, and an offensive partner for :Hoopa-unbound:. Hdb and the EVs are pretty standard so no need for an explanation, but I will explain Tera Ghost, it gives me a fighting immunity, ESpeed immunity, helps me beat :zamazenta: and :skarmory: it also allows me to spin block which could be vital due to how much mons in the meta hate rocks, Nasty Plot is for setup, Dark pulse is S.T.A.B, Ice Beam hits :gliscor: and :Landorus Therian: And Focus Blast hits Steels like :kingambit: and :Iron treads: and darks like :roaring moon: :samurott hisui: :ting-lu: and :meowscarada:


Cobalt (Corviknight) @ Rocky Helmet
Ability: Pressure
Tera Type: Dragon
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Brave Bird
- Defog

- U-turn
- Roost
:hoopa-unbound: :slowking-galar: :darkrai: :corviknight:

For my fourth slot I needed a ground immunity, a steel type, and removal so Corviknight looked like the obvious choice. I gave it those EVs to make its HP odd and be as physically bulky as possible, also the 8spdef are leftover EVs, I went for pressure and the rocky helmet to be able to punish U-Turns and remove PP from it in the long run, The moves are standard no need for an explanation, BraveBird kills :ogerpon-wellspring: after rocks, Defog is removal, U-Turn is pivot, and Roost is healing. I went for Tera Dragon to have an emergency check against :ogerpon-wellspring: if :corviknight: was chipped and ivy would ohko. It also granted me resistance to fire and electric, the 2 types that hit :corviknight: for super effective damage. -Speed nature makes :corviknight: as bulky as possible and makes it a slow pivot, 0 IVs make me even slower so I can underspeed some :corviknight:, and underspeed some 0 speed evs neutral :ting-lu: to safely get in my other teammates like :hoopa-unbound: and :darkrai:

Cuphead (Ting-Lu) @ Leftovers
Ability: Vessel of Ruin
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Ruination
:hoopa-unbound: :slowking-galar: :darkrai: :corviknight: :ting-lu:

For my fifth slot I needed a :darkrai: switch in and check, hazards, and a ghost resist so I went with Ting-Lu. Max hp lets it get the highest amount of recovery from leftovers, rocks are obvious because I needed hazards, EQ let me 2hko :gholdengo: and ruination can pop balloons, whirlwind gives me phasing to stop setup sweepers, ruination is just free progress no matter what, whether it's making the opponent switch or heal up you get guaranteed chip on at least 1 of their mons and if they try to heal that hp they have used 1 recover pp so if the game is long i would have the pp advantage. Spdef EVs make :ting-lu: very specially bulky to eat :darkrai: Ice Beams and :iron valiant: MoonBlasts if glowking goes down, 4 def nature are leftover EVs, and a careful nature makes me as specially bulky as possible. Tera Poison is used to give :Ting-Lu: a fairy and fighting resist and an immunity to toxic from :gliscor: and :slowking-galar: to not be put on a clock which :Ting-Lu: greatly appreciates due to its insane bulk.

The Fisch (Alomomola) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Ghost
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Scald
- Flip Turn

- Wish
- Protect
:hoopa-unbound: :slowking-galar: :Darkrai: :corviknight: :ting-lu: :alomomola:

For the last slot I decided to go with Alomomola to Wish pass and check :cinderace: :great tusk: :iron valiant: and :kingambit:. Hdb needs no explanation. A relaxed nature and 0 speed IVs make me as slow as I can be to safely get the wish passed on another mon. Scald can fish for burns against physical attacks that it can wall short term due to its sheer bulk like :kingambit: and physical :iron valiant:, 252 defense and special defense allow me to wish pass Infront of special and physical attacks and it makes sure I don't get fried by shadow balls and Moon blasts. Flip Turn is a pivot move so no need an explanation for it, I already explained wish at the start and protect lets me get the wish on myself and lets me scout.
I also went with tera ghost to be able to wall :zamazenta: so I can fish for burns while it does 10%.


The way this team plays is to find an opening for :darkrai: to sweep/clean or :hoopa-unbound: to break/remove an item on one of their mons to give :darkrai: more opprotunities to sweep.

I have tested the team a fair bit of times and I felt like it was quite nice, just would like to know if there is anything to improve on it to make it even better so I can break out of low ladder jail.
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good job building this team! this team seems very weak to dragapult (specs and wisp pivot), so i would recommend using a scarf rai instead. Hoopa is already enough breaking power and a wincon in it’s own right and nasty plot rai is not needed here.

Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Will-O-Wisp
- Dark Pulse
- Sludge Bomb

here is a set that can also help with zama and just be a very good disruptor in general to stuff, while being able to deal with pult thx to scarf outspeeding it. have fun with this improvement. :D
 
good job building this team! this team seems very weak to dragapult (specs and wisp pivot), so i would recommend using a scarf rai instead. Hoopa is already enough breaking power and a wincon in it’s own right and nasty plot rai is not needed here.

Darkrai @ Choice Scarf
Ability: Bad Dreams
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Will-O-Wisp
- Dark Pulse
- Sludge Bomb

here is a set that can also help with zama and just be a very good disruptor in general to stuff, while being able to deal with pult thx to scarf outspeeding it. have fun with this improvement. :D
Thank you for the help but there is 1 major issue I have come across with the team, HO, ho more specifically webs ho is really annoying the team because the only thing I have who can function decently vs webs is darkrai. 1 more thing I have noticed is that I am pretty weak to BO and kyurem so if there is anything I can do to stop losing to ho and bo and kyurem a lot I would really appreciate it.
 
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oh yeah in terms of the kyurem issue you can maybe consider iron crown, or tera ice on glowking, but in my testing with this team, i was able to offensively pressure kyu, but ofc not everyone can do that in certain positions. for webs i would recommend switching ting-lu for great tusk. against BO, i dont necessarily think its a team issue. try to play those matchups more with pivots like glowking and try to constantly pressure the opponent with your offense, with now great tusk (for hazard removal for hoopa/rai and for sum extra offense) hoopa and rai. here is the paste for my edited version of your team. :D

https://pokepast.es/658ab77408e2bef2

another idea i have is making this a boot spam team, which i believe would make it better, but since you made it with CB hoopa in mind, i will not drop that paste, if you would like the version of this team i made that is boot spam lmk! have a gud one! :D
 
I dont mind making a boot-spam version so if you don’t mind sending the bootspam version for me to test a bit I also don’t mind, but 1 last question is how come you went Tera ice and not fire/steel? Don’t they also resist ice and have more resists or is it because of the defense boost?
 
so, the thing is tera ice is the only tera on glowking that can wall SPECIALLY inclined kyurem. if you go tera fire/steel as you were saying you are weak to earth power.

i got 2 versions of the boot spam team. i really hate teams without prio since there is like 0 you can do to offense unless prio, so gambit version:

https://pokepast.es/d1c75b7775502fe1

but here is the team assuming you aren’t me addicted with having priority on every team:

https://pokepast.es/dfc9e8c40ef0db7c

my showdown name is therapist ivy if you want more help with this team or you just wanna build sum different ideas!
 
yo this is a sick team! I echo the scarf on darkrai idea, since it feels like this team still needs speed control, but about the webs mu cant you just lead hoopa into araquanid and hyperspace fury for the almost 70% ko chance?

252+ Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 40 Def Araquanid: 322-381 (94.7 - 112%) -- 68.8% chance to OHKO

they'd have to endure to play it safe but most hoopas aren't choiced atm so they have less reason to think they could get ko'd and you could also knock for 50% ko chance if they dont endure and 100% ko chance if they endure since they lose their custap. granted this doesnt keep webs off guaranteed but nothing does vs a well played webs team anyways
 
yo this is a sick team! I echo the scarf on darkrai idea, since it feels like this team still needs speed control, but about the webs mu cant you just lead hoopa into araquanid and hyperspace fury for the almost 70% ko chance?

252+ Atk Choice Band Hoopa-Unbound Hyperspace Fury vs. 252 HP / 40 Def Araquanid: 322-381 (94.7 - 112%) -- 68.8% chance to OHKO

they'd have to endure to play it safe but most hoopas aren't choiced atm so they have less reason to think they could get ko'd and you could also knock for 50% ko chance if they dont endure and 100% ko chance if they endure since they lose their custap. granted this doesnt keep webs off guaranteed but nothing does vs a well played webs team anyways
The issue is that if I don’t get the OHKO chance or if they are running bug stab then I basically instalose, but thanks for the idea!
 
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